I hope that Mark Cerny can become the Adrian Newey of Console gaming. The network stuff really exciting.
rory byrne was better
I hope that Mark Cerny can become the Adrian Newey of Console gaming. The network stuff really exciting.
They aim to prolong the life of PS4 by delaying the deployment of lowlevel APIs. Interesting tactics.
My takeaway was that they will continue optimising their APIs and tools and release them accordingly. (Similar to libGCM I suspect). For example, Cerny alluded to HSA and that kind of stuff is in its infancy in the industry and will probably take time to further develop them.
This type of functionality isnt used widely in the launch titles. However, I expect this to be used widely in many games throughout the life of the console and see this becoming an extremely important feature.
People still buy music cd's?The most ridiculous thing in this interview is the following, but by no means in any way a dealbreaker.
So no custom soundtracks?
Even then there are lots of non disclosure type of signed agreements that last for yearsnot expecting to read Phil Harrison in the article, wouldn't this mean MS have all the insider info of PS4 development up to the time Phil leave Sony? even simple stuff like Cerny is the lead architect or that it use x86
edit: nvm, I just check Phil left Sony at 2008, that's very early in PS4 development
Seriously, wouldn't be easier to put mp3s in the system?People still buy music cd's?
I think that this detailed translation of Mark Cerny's interview with japanese press deserves its own thread. It touched creation of PS4, difficulties of letting PS3 BC go, customizations of off-the-shelf PC hardware, and much more. Full kudos goes to gaffer rykomatsu who translated all this.
I was really surprised when Cerny said that secondary OS chip is located in the Southbridge. That's very interesting.
Great read. Thanks for all the work translating Rykomatsu!
It's nice. It's a strong mature (decades of development) kernel that enables multitasking and proprietary customization (ie. Apple OS X is BSD based also)
Great work guys!
So considering PS4 will have x86 architecture which is more aligned to PC development, how easy would it be to "transfer" some current PC games to ps4?
Witcher 2
Bioshock infinite
Tomb Raider
These are just examples of games that look great on PC now, better than current console counterparts, and I'd imagine would run on "max settings" on PS4.
Or am I completely off base?....
My takeaway was that they will continue optimising their APIs and tools and release them accordingly. (Similar to libGCM I suspect). For example, Cerny alluded to HSA and that kind of stuff is in its infancy in the industry and will probably take time to further develop them.
GPU Customization with use of GPGPU in Mind. Difference in Launch Title Numbers (cont’d)
Cerney: In the next few years, we’ll also be supporting a different approach
We have our own shader APIs, but in the future, we’ll provide functions which will allow deeper access to the hardware level and it will be possible to directly control hardware using the shader APIs. As a mid-term target, in addition to common PC APIs such as OpenGL and DirectX, we’ll provide full access to our hardware.
Regarding the CPU, we can use well known hardware, and regarding the GPU, as developers devote time to it, new possibilities which weren’t possible before will open up.
The properties of CPU and GPU are quite difference, so in the current stage, if you were to use an unified architecture such as HSA, it will be difficult to efficiently use the CPU and GPU. However, once the CPU and GPU are able to use the same APIs, development efficiency should increase exponentially. This will be rather huge. Thus, we expect to see this as somewhat of a long-term goal.
I don't understand that, technically speaking. Can you explain it why surprised you or what does than mean?
Just as an example when the CPU and GPU exchange information in a generic PC, the CPU inputs information, and the GPU needs to read the information and clear the cache, initially. When returning the results, the GPU needs to clear the cache, then return the result to the CPU. Weve created a cache bypass. The GPU can return the result using this bypass directly. By using this design, we can send data directly from the main memory to the GPU shader core. Essentially, we can bypass the GPU L1 and L2 cache. Of course, this isnt just for data read, but also for write. Because of this, we have an extremely high bandwidth of 10GB/sec.
Always!... Optimization is everything, always! ...
Wow at the comment section of that article lol. MS hasn't even announced their plans yet and we already have the MS defense force coming out.Hey guys, has this been posted?
http://www.gamechup.com/ps4-will-ha...ng-to-replicate-ps3-spu-runtime-system-cerny/
Not often, but it's the only way I buy music. No real interest in ripping them onto the PS4, however.People still buy music cd's?
Wow at the comment section of that article lol. MS hasn't even announced their plans yet and we already have the MS defense force coming out.
Mark Cerny, looks like a psychotic heroin addict as do you, but more so like a little boy that murdered his family with his controller in a fit of rage. The PS4's specs are underwhelming and indie shovelware won't save the tarnished PlayStation brand. They are last place, with everything they do.
Always!
Will do all the GPGPU programming and stuff, but I need an info.
What's the native supported floating-point format within the GPU?
Pray tell, what is, "native supported floating point format"?
The standard provides for many closely related formats, differing in only a few details. Five of these formats are called basic formats and others are termed extended formats, and three of these are especially widely used in computer hardware and languages:
Single precision, called "float" in the C language family, and "real" or "real*4" in Fortran. This is a binary format that occupies 32 bits (4 bytes) and its significand has a precision of 24 bits (about 7 decimal digits).
Double precision, called "double" in the C language family, and "double precision" or "real*8" in Fortran. This is a binary format that occupies 64 bits (8 bytes) and its significand has a precision of 53 bits (about 16 decimal digits).
LOAD THOSE MEGATON BOMBS!!!
MY BODY IS READY !!!!
I think he's asking if it'll support double-precision or single-precision floating point operations. A bit of a valid question since the Cell was notable for supporting double-precision in the SPUs when it came out, while today GPUs don't always support double-precision.
According to the AMD wiki, chances are the GPU in the PS4 will support double-precision, but it's not guaranteed.
http://en.wikipedia.org/wiki/Compar...g_units#Southern_Islands_.28HD_7xxx.29_series
And it'll be a lot faster in single-precision anyway, as usual.
Double-precision floating point is the standard for most scientific calculations done on a computer, pretty much all modern CPUs support it. Single-precision floating point is less precise, but for things like games the extra performance is often worth the loss of accuracy. Basically, 32-bit vs. 64-bits, but with floats instead of ints.
http://en.wikipedia.org/wiki/Floating_point
The native format is the format the FPU is wired to. For example, the Cell wasPray tell, what is, "native supported floating point format"?
I expect a non-compliant IEEE-754 32bit floating-point format as the native... According to the AMD wiki, chances are the GPU in the PS4 will support double-precision, but it's not guaranteed.
http://en.wikipedia.org/wiki/Compar...g_units#Southern_Islands_.28HD_7xxx.29_series
And it'll be a lot faster in single-precision anyway, as usual. ...
Nobody ask Cerny about region free in the interviews.
No 8-track support, no buy!Seriously, wouldn't be easier to put mp3s in the system?